uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

attribute vec3 position;
// mvp

void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  // modelPosition.z = sin(modelPosition.x * 5.0) * 0.3;
  modelPosition.z += sin(modelPosition.x * 5.0) * 0.3;
  gl_Position = projectionMatrix * viewMatrix * modelPosition;
}